User talk:Loser: Difference between revisions

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(h2w wall bounce?)
(answer to EdT)
Line 1: Line 1:
table moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]]. These tables will remain here for some time, then will be deleted...
Loser, I thought we can discuss the h2w system here. I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-)
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|hold and fire
|-
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|200
|-
|medium/short range
|40
|-
|pursuit range
|200
|-
|melee override
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|-
|if no gun
|melee
|-
|'''non-combatant part'''
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|600
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|panic gunfire
|900
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|600
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|1200
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|300
|-
|enemy ignore distance
|80
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|enemy attack distance
|0
|-
|damage treshold
|30
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|fight timer
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{| style="white-space:nowrap" width=100%
[[User:EdT|EdT]] 18:14, 21 June 2008 (CEST)
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|-
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|-
|medium retreat
|hold and fire
|-
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|firing charge
|-
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|-
|long/medium range
|200
|-
|medium/short range
|40
|-
|pursuit range
|400
|-
|melee override
|if punched
|-
|if no gun
|melee
|-
|'''non-combatant part'''
|-
|panic hurt
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|-
|panic gunfire
|900
|-
|panic melee
|600
|-
|panic sight
|1200
|-
|'''alarm behavior'''
|-
|search distance
|1000
|-
|enemy ignore distance
|80
|-
|enemy attack distance
|0
|-
|damage treshold
|30
|-
|fight timer
|300
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|
{| border="1" cellpadding="2" cellspacing="0" style="background:#ffeedd"
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|Murder
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|profile ID
|1 ( 01 )
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|long range
|hold and fire
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|medium range
|hold and fire
|-
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|hold and fire
|-
|medium retreat
|hold and fire
|-
|long retreat
|hold and fire
|-
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|50
|-
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|20
|-
|pursuit range
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|melee
|-
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|-
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|-
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|-
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|300
|-
|enemy ignore distance
|80
|-
|enemy attack distance
|0
|-
|damage treshold
|30
|-
|fight timer
|300
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|
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|stare
|-
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|stare
|-
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|stare
|-
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|stare
|-
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|-
|long/medium range
|200
|-
|medium/short range
|100
|-
|pursuit range
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|-
|if no gun
|retreat
|-
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|600
|-
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|-
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|1200
|-
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|-
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|300
|-
|enemy ignore distance
|80
|-
|enemy attack distance
|0
|-
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|
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|Pursuit
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|profile ID
|6 ( 06 )
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|-
|medium range
|firing charge
|-
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|hold and fire
|-
|medium retreat
|firing charge
|-
|long retreat
|firing charge
|-
|'''combat part'''
|-
|long/medium range
|200
|-
|medium/short range
|40
|-
|pursuit range
|0
|-
|melee override
|if punched
|-
|if no gun
|melee
|-
|'''non-combatant part'''
|-
|panic hurt
|600
|-
|panic gunfire
|900
|-
|panic melee
|600
|-
|panic sight
|1200
|-
|'''alarm behavior'''
|-
|search distance
|300
|-
|enemy ignore distance
|80
|-
|enemy attack distance
|0
|-
|damage treshold
|30
|-
|fight timer
|300
|}
|}


Talking moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]].
Nice idea, I will try whether it is worth it or not. Right now I am creating knockdown collisions once again (almost from scratch). Effect will be the same, only it should be less buggy.
:Just to make you sure: My knockdowns are supposed to break glass (you don't smash yourself on glass panel, but you break it instead). I thought it looks better that way.
Anyway, I plan to use h2w system on some combat moves (we already know). Which moves you suggest(except throws, those are must)? For example I will add this to STRCOMkick_heavy.


P.S.: I have also thought about possibility of taking just h2w_co##_e01, give it only glass breaking and distribute this simple particle to all more powerful moves. That way we should have glass-breaking melee. Your opinion?


Loser, I thought we can discuss the h2w system here.  I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-)
--[[User:Loser|Loser]] 07:11, 22 June 2008 (CEST)
 
[[User:EdT|EdT]] 18:14, 21 June 2008 (CEST)

Revision as of 05:11, 22 June 2008

Loser, I thought we can discuss the h2w system here. I had a thought for a move, don't know if its possible. But what if you can modify a jump forward kick so that as it hits a wall, it can causes you to bounce higher off the wall or bounce back away from the wall. Maybe I watch too many martial arts shows :-)

EdT 18:14, 21 June 2008 (CEST)

Nice idea, I will try whether it is worth it or not. Right now I am creating knockdown collisions once again (almost from scratch). Effect will be the same, only it should be less buggy.

Just to make you sure: My knockdowns are supposed to break glass (you don't smash yourself on glass panel, but you break it instead). I thought it looks better that way.

Anyway, I plan to use h2w system on some combat moves (we already know). Which moves you suggest(except throws, those are must)? For example I will add this to STRCOMkick_heavy.

P.S.: I have also thought about possibility of taking just h2w_co##_e01, give it only glass breaking and distribute this simple particle to all more powerful moves. That way we should have glass-breaking melee. Your opinion?

--Loser 07:11, 22 June 2008 (CEST)